Amfs Errata2
Amfs Errata2
RULEBOOK ERRATA
1) Moved/Fired Markers: The purpose of the "Moved/Fired" marker is to remind you -
within the same activation - that you already moved or fired a unit (since they can
only do one or the other in an activation). The markers come off immediately after
you are done with that artillery brigade’s activation – they do not remain on the units
from turn to turn.
2) Unit Support:
a. Under the fourth bullet about Artillery, the terrain list should include Rocky Woods
as well.
b. Eligible Unit Support should include a unit from the same Division that is either
stacked with or adjacent to the unit being checked for Unit Support.
3) Hill Corps Activation Card Error: Result "6" on the Hill (III Corps) card should read:
"Division Priority #1 + Pegram & McIntosh Artillery".
5) Stand To It! Event Card: The first sentence should start with “Play this event …”,
not “Play this chit …”.
6) Hexside Woods Terrain: Hexes that have tree artwork on one hexside only (for
example S2221, S2321, and S2419) do not have any “Woods” gameplay effect – the
trees are for aesthetics only.
7) RR Cut Hexsides: Move the unit through either of the two hexes that share the
hexside and use the Lane movement rate to do so.
8) Default Event: Using the Default Event to move does not allow Assault but it does
allow Engagement.
9) Fortunes of War Chit: Can be used to re-roll any single roll of the die (dice),
including rolls on Event Cards. So, for example, if you are rolling three Combat dice,
all three may be re-rolled; if two dice are rolled on the Fog of War Card, you may
have them re-rolled; and so on.
10) Poor Division Leader Casualties: Do not place the Division Leader Casualty
marker on a “Poor” Division Leader card. “Poor” is the worst Division leader you can
have. If a “Poor” leader is a casualty (for example, Heth) the card remains
unchanged but the enemy player gains 2 VP. Ignore a second leader casualty result
on the same leader - there is no additional effect.
11) CIC Cards: Those CIC Cards that provide a “+1” modifier to the Command Table for
a chosen Division Activation Card (Lee, Meade and Reynolds) are absolute -
meaning the modifier is applied to the die roll and any other modifier is ignored (such
as the leader casualty modifier of “-2”). This CIC ability represents the commander
riding over to the unit himself or sending a trusted aide. So, the leadership condition
of the division is irrelevant, and the die roll is modified by the “+1” only.
12) Held CIC Card Play: If both players are holding a CIC Card and wish to play it at the
same time, the Confederate player must play first.
13) Line Of Sight: For all three situations, the intervening terrain list should also include
Rocky Woods, along with Town, Woods and Units (from either side).
14) “Mixed” Artillery CRT Modifiers: The modifiers for "Mixed (M)" Artillery units are
cumulative. So, for example, a “Mixed” Artillery unit firing at Effective Range is <-1
and at Long Range is <-3.
15) Shaken Marker Procedure: A unit that is both Shaken and Battleworn that receives
another Shaken result does not remove its marker before taking the Break Test. You
simply immediately convert the result to a Depleted result, which creates a Break
Test in the unit’s current condition (i.e., it is still Shaken). The Shaken marker is not
removed in this case because the unit is not made to flip over (as it’s already on its
Battleworn side).
16) Skedaddle: A unit Skedaddling from a failed Panic Test must move away from the
enemy unit that caused the original unit to retreat (i.e., the unit that is creating the
Panic Test).
18) Mounted Cavalry: The reference to “J-4” in the last sentence of rule I-9 should be
rule “J-5”.
20) Combat Results Table: Assault Combat Column Shifts Notes: The notes in the
red banner at the bottom of the chart are incorrect. All units, attacking or defending,
get the benefit of Hasty Works and Breastworks. The note should read as follows:
"Attacking Unit CR: +1 if "Take Those Colors" or "Rebel Yell" / All Units CR: +1 in
Hasty Works, +2 in Breastworks, -1 if No Unit Support"
22) Held Event Card Phase: No "passing" is allowed. If the Rebel player has a held
card as well as the Union player, the Rebel player must play it first.
23) Movement Rate for Evening and Night: The Movement Allowance for the
"Evening" and "Deep Night" Game Turns is 8 MP.
24) Artillery Brigades in Bivouac: Treat each Corps Artillery Brigade and Army Artillery
Brigade as a "Division" for the purpose of the Bivouac procedure (only). Corps and
Army Artillery must enter Bivouac at some point - they may not skip it.